Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor
About Kadef
Kadef is tall for a Kasatha with a leaner than average build. His demeanor is tranquil. When not in action his four hands are usually clasped together in front of his torso. His hairless grey skin can be off-putting to those more accustomed to human tones. He is most often dressed in business or formal robes over blue skin tight light armor.
Kadef
Male kasatha xenoseeker envoy 3
None Medium humanoid (kasatha)
Init +1; Senses darkvision (60'); Perception +5 ; Sense Motive +7+1d6
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DEFENSE
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EAC 15; KAC 15
SP 24 HP 22 RP 4
Fort +2, Ref +4, Will +6
, +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
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OFFENSE
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Speed Walk 30'
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STATISTICS
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Str 12, Dex 12, Con 12, Int 9, Wis 12, Cha 16,
Base Atk +2; Grp+3
Feats Toughness
Skills
Acrobatics (D) 8 ; Athletics (S) 8 ; Bluff (Ch) 9 ; Computers (I) -1 u ; Culture (I) 6 ; Diplomacy (Ch) 9 + 1d6 ; Disguise (CH) 3 u
Engineering (I) -1 u ; Intimidate (Ch) 3 u ; Life Science (I) 3 ; Medicine (I) 4 ; Mysticism (W) 1 u ; Perception (W) 5 ;
Physical Science (I) -1 u ; Piloting (D) 5 ; Sense Motive (W) 7 +1d6 ; Sleight of Hand (D) 1 u ; Stealth (D) 5 ; Survival (W) 1 u ; Profession (I,W,Ch) ?
Languages Common, Kasatha, Vesk, Eoxian
Combat Gear field ration (per week), serum of healing mk 1 (2),
Other Gear baton, tactical, pulsecaster pistol, lashunta tempweave, basic (infrared sensors), basic, battery, comm unit (personal), flashlight, hygiene kit, backpack (consumer), medkit (basic), medpatch, smoke grenade, frag grenade i, clothing (profession (lawyer)) (2), staff, battle, 970.0 gp
Racial Abilities (Kasatha)
Kasathas are Medium humanoids with the kasatha subtype.
Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.
Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.
Theme Abilities (Xenoseeker)
1st: You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Class Abilities (Envoy)
Expertise (Sense Motive 1d6), Skill expertise (Diplomacy 1d6),
Expertise Talent At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269-270
Slick Customer When you attempt a diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check's result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 resolve point to both reroll the check and add the result of your expertise die
Envoy Improvisations : Inspiring Boost As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of stamina points (up to his maximum) equal to twice your envoy level + your charisma modifier; at 15th level, this increases to three times your envoy level + your charisma modifier. Once an ally has benefited from your inspiring boost, that ally can't gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover stamina points. At 6th level, you can spend 1 resolve point to add your envoy level to the number of stamina points regained
Look Alive When you spend a resolve point to regain stamina points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to perception and initiative checks for the next hour or until the next 10-minute rest to recover stamina points, whichever comes first
Weapon Specialization You gain the weapon specialization feat as a bonus feat for each weapon type with which this class grants you proficiency
Feats
1. Toughness You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you For every character level you have (and whenever you gain a new level), you gain 1 stamina point. In addition, you gain a +4 bonus to constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation
2. Iron Will You are more resistant to mental effects You gain a +2 bonus to will saving throws
Stats Calcs:
Abilities : S 10+2+0+0 D 10 base + 0 race + 0 theme + 2 points ; Con 10+0+0+2 ; I 10-2+0+1 ; W 10 +2+0+0 ; Ch 10+0+ 1+5
Saves: F 1 = 0 class + 1 ability ; R 3 = 2+1 ; W 2 = 2 +0
Init: 1 = 1 dex
KAC 2+1 dex ; EAC 1+1 dex ; HP 10 = 6 class + 4 race ; Stamina 7 = 6 class + 1 Con ; Resolve 5 = 1 class + 3 Ch
Second Skin Armor EAC 1 KAC 2 Max Dex 5 ACP 0 Speed 0 Upgrade Slot 1 Bulk .1
Attacks: Melee 1 = 0 BAB + 1 Str + 0 Misc Mod ; Ranged 1 = 0 BAB + 1 Dex + 0 Misc Mod ; Thrown 1 = 0 BAB + 1 Str + 0 Misc Mod
Feats:
Skills: _____Total = Rank+Ability+Class+Other
Acrobatics __ 3 = 0 + 1 Dex +3 + 2 race
Athletics ___ 3 = 0 + 1 Str +3 + 2 race
Bluff _______ 7 = 1 + 3 Cha +3
Computers ___ -1 = 0 - 1 Int +3
Culture _____ 5 = 1 - 1 Int +3 + 2 race
Diplomacy ___ 7 = 1 + 3 Cha +3
Disguise ___ 3 = 0 + 3 Cha +3
Engineering -1 = 0 - 1 Int +3
Intimidate __ 3 = 0 +3 Cha +3
Life Science _ 3 = 1 - 1 Int +0 +3 theme
Medicine ____ -1 = 0 - 1 Int +3
Mysticism ___ 1 = 0 + 1 Wis +0
Perception __ 5 = 1 + 1 Wis +3
Physical Science -1 = 0 - 1 Int +0
Piloting ____ 5 = 1 + 1 Dex +3
Sense Motive 5 = 1 + 1 Wis +3
Sleight of Hand 1 = 0 + 1 Dex +3
Stealth ____ 1 = 0 + 1 Dex +3
Survival ___ 1 = 0 + 1 Wis +0
Profession (I,W,Ch)
Class skills: SKILL RANKS PER LEVEL 8 + (-1) INTELLIGENCE MODIFIER = 7
Acrobatics (Dex) Intimidate (Cha)
Athletics (Str) Medicine (Int)
Bluff (Cha) Perception (Wis)
Computers (Int) Piloting (Dex)
Culture (Int) Profession (Cha, Int, or Wis)
Diplomacy (Cha) Sense Motive (Wis)
Disguise (Cha) Sleight of Hand (Dex)
Engineering (Int) Stealth (Dex)
Boons, Rewards:
Slotted Ally: Faction: Second Seekers(Luwazi Elsebo)Champion Boon
Personal: Promotional: Social: Faction's Friend (0/3 used) (fame saver)
Starship: Vanity: Slotless:Marked Field Agent, Star Sugar HeartLove!!!
Available Ally: Faction: Wayfinder Champion, Second Seekers(Luwazi Elsebo)Champion Boon
Personal: Promotional: Social: Faction's Friend (0/3 used) (fame saver) ; Distinguished Ambassador (4 left) Get item to use for adventure; 10% purchase option.
Starship: Vanity: